Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3rd damage to SA

self

instant

1 skill point =
2 skill mastery %

75

Magic Redirect

This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action.

N/A

spell's range

instant

1 skill point =
2 skill mastery %

95

Magic Store

This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. Combat Notes

Free Air Elementals will often only approach other creatures if they are using a substantial amount of aeromancy. At first they may be interested in the individual, but are usually mistaken as being menacing beasts and are attacked, or tried to be tamed by the unwitting aeromancer. Air Elementals once attacked or when attempted to be controlled or tamed, will feel threatened and attack with all of their might.

It is just plain hard to hit something made of air, especially one as fast moving as an air elemental. Their attack is a fist-like blast of near solid air, and they use their flight and superior movement speed to attack then run out of range. They take spell casters out first, followed by any air aligned characters and then water aligned characters. The rest are attacked randomly. Air Elementals are typically encountered individual, but rarely there may be as many as three of them.

8. Spoils

1⁄4 pounds of Teal Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of teal glass.1⁄4 pounds of Teal Ylem:Replaces Teal Glass if successful luck check is lower than 5.1⁄4 pounds of Topaz: Replaces Teal Glass if successful luck check is 5 and greater but lower than 11.

1. Basic Info

Habitat: Bog Imps prefer bogs, swamps, marsh lands, and other wet lands, though will also be found living in river deltas.

Appearance: The bog imp is small, winged, and vaguely a humanoid creature. Their long tails are three to five feet long and are tipped by a sharp barb. They often keep their tails wound about their waist. Their skin is slightly blue tinted, but otherwise appears like normal flesh.

Runic Element: Water

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.

Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.

Supportive Effects: 20% chance for poison immunity.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

20

20

SA

6

6

EP

30

30

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

38

38

MR

0

0

Block

34 Spear

0 Armor

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

10

50

Speed

18

45

Mental

3

30

Strength

15

50

Luck

10

60

Will

5

20

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

5

Perception

12

WeightLimits

Carry: 45Lift 1H: 7.5Lift 2H: 15

SuccessPoints

1

FailurePoints

1

MoveRates

World: 1Area: 10Battle: 4

AreaRanges

Throw: 1Jump Up: 1Jump Across: 3

BattleRanges

Throw: 2Jump Up: 2Jump Across: 6

Aim

2

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Initiative

1

Evade

11

Small Target Bonus: +5

Offense

Melee: 1Throw: 3Bow: -1Critical: 13

MagicStats

Magic Power: 0Critical: 7

6. Equipped Weapons

Location

Item

Attack

Block

DP

Range

Weight

Rune Stone or Enhantments

Right Hand

Steel Trident

8 + 2d6

34

65

3

10

20% damage to HP

7. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Torso

Steel Chain Mail

0

18

0

20

Sneak Penalty of 20

Legs

Steel Chausses

0

18

0

18

Sneak Penalty of 20

TOTAL ARMOR VALUES

0

36

0

38

Sneak Penalty of 40

8. Other Items

Location

Item

Descrption

Space Taken

Weight

Back

Small Back Pack

gives storage space of 30

0

9.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Claw Slash

Slashes at target with claws doing 2d10 plus melee power damage

5 EP;
1 attack

1 hex affecting 1 target

instant

1 skill point =
2 skill mastery %

50

Vertigo Blast

Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate.

4 SA;
1 support and 1 magic

5 hex affecting 1 target

dizzyness for 1d3 rounds

2 skill points =
1 skill mastery %

30

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

20

Fly

This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10.
Combat Notes

Unlike red imps, the Bog Imp prefers a solitary life. It survives by fishing and takes to the sky to avoid aquatic predators and to the water to avoid aerial and land predators. Bog Imps flee rather than fight, but often find themselves employed as spies for more powerful creatures. They are known for wry senses of humor and have, on occasion, been caught replacing an
adventurer’s gear with the remains of their latest meal. They are typically in large groups of five or more, and will only attack if cornered, and only enough to ensure their safe escape.

The bog imp has four natural attacks; a weak bite, a weak claw, a weak tail jab, and a magical attack. The magical attack deals little damage but makes the target dizzy. The attack is invisible and often used to cover an escape by the mischievous imp. Bog imps will wear weapons and armor, but may or may not use weapons efficiently. Bog imps can be encountered in groups of 5 to 20, and will try to flee any chance they get.

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.Any and All Available Loot:You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

Wiki+ page: Death Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Death Elementals tend to live in graveyards, tombs, and other places of the dead. They can sometimes be found in dead swamps or other dieing lands and sometimes in villages or other locations where there are a lot of sick and dieing people.

Appearance: Death Elementals usually appear as robed figures carrying scythes. Some are skeletal, some are pale men, and some as nothingness under the cloak.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3rd damage to SA

self

instant

1 skill point =
2 skill mastery %

75

Magic Redirect

This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action.

N/A

spell's range

instant

1 skill point =
2 skill mastery %

95

Magic Store

This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7.
Combat Notes

Death elementals roam the country-side seeking those that are about to die. As such, even those that are controlled are not a welcome sight anywhere. The elementals themselves do not do anything with the soul of the dead, despite belief in the contrary. They are merely fascinated by death in all of its aspects.

The death elemental attacks with it’s scythe. It’s gaze can paralyze creatures if it so desires. It can command the undead and spirits, and often raises a small skeleton force and steed to accompany it. Death Elementals are not aggressive, but will fight anything that attacks it or gets in its way. Usually you will only find one unless there is a lot of death in the area.

Death Elementals are equipped with a Spectral Scythe that deals an extra 50 points of damage and 1d20 HP poison damage per round. The scythe cannot be stolen or disarmed and disappears when the elemental is defeated.

8. Spoils

1⁄4 pounds of Black Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of black glass.1⁄4 pounds of Black Ylem:Replaces Black Glass if successful luck check is lower than 5.1⁄4 pounds of Onyx: Replaces Blac Glass if successful luck check is 5 and greater but lower than 11.

1. Basic Info

Habitat: Death Imps prefer dark places, whether they be caves, ruins, basements, sewers, or even castles. They can travel in sunlight, but they prefer not to.

Appearance: A death imp is a small, twisted humanoid about 4 feet tall. It’s skin is jet black, and so are it’s eyes. It has wicked claws, bat wings, and sharp, black teeth. It does not have a tail.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

20

20

SA

6

6

EP

30

30

+10 (runic element)

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

40

40

MR

18

18

Block

0 Weapon

0 Armor

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

10

50

Speed

18

45

Mental

3

30

Strength

15

50

Luck

10

60

Will

5

20

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

5

Perception

12

WeightLimits

Carry: 45Lift 1H: 7.5Lift 2H: 15

SuccessPoints

1

FailurePoints

1

MoveRates

World: 1Area: 10Battle: 4

AreaRanges

Throw: 1Jump Up: 1Jump Across: 3

BattleRanges

Throw: 2Jump Up: 2Jump Across: 6

Aim

2

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Initiative

1

Evade

11

Small Target Bonus: +5

Offense

Melee: 1Throw: 3Bow: -1Critical: 13

MagicStats

Magic Power: 0Critical: 7

6. Equipped Weapons

Location

Item

Attack

Block

DP

Range

Weight

Rune Stone or Enhantments

Right Hand

Steel Small Scythe + bearded

7 + 2d6

0

50

1

9

7. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Helmet

Silver Chain Coif

0

4

2

1.5

Torso

Silver Chain Mail

0

18

8

20

Sneak Penalty of 20

Legs

Silver Chausses

0

18

8

18

Sneak Penalty of 20

TOTAL ARMOR VALUES

0

40

18

39.5

Sneak Penalty of 40

8. Other Items

Location

Item

Descrption

Space Taken

Weight

Back

Small Back Pack

gives storage space of 30

0

Waist

Sheath Belt

5 storage given

0

Sheath Belt

Scythe Sheath

store small scythe

1

0.26

9.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Crushing Grip

Leaps up and grabs onto the target's neck, holding on and doing 4 x melee power damage per round.

5 EP;
1 attack and 1 support

1 hex affecting 1 target

1d4 rounds

2 skill points =
1 skill mastery %

30

Poison Blast

Produces an invisible magical attack which poisons the target for 1d8 HP damage per round until cured.

4 SA;
1 support and 1 magic

5 hex affecting 1 target

instant

2 skill points =
1 skill mastery %

30

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

20

Fly

This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10.
Combat Notes

Death Imps are vicious little runts that prefer to attack those who are asleep or incapacitated. They make good use of poisons and are often employed by those with enough coin as assassins.

The death imp flees rather than directly confront and will beg for it’s life if cornered. It is immune to all forms of poison, and will seek out sprites to snack on where possible. It uses it’s poison immunity to coat it’s claws and teeth with thick, poisonous goo, and typically scratches it’s targets from hiding or while they are asleep. It uses it’s skin coloring to hide effectively in the shadows. If hired to kill a wealthy target, it may instead confront the target with an offer not to kill it for an equivalent sum of money offered for the assassination. Death imps can be found alone, but usually in groups of 4 to 10.

11. Spoils

3d% worth of Duram: You may loot the body for 3d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 3d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.Any and All Available Loot:You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

Wiki+ page: Earth Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Wild Earth Elementals are all over the place and most people don’t even recognize them. They range from ‘moving islands’ to ancient hills and mountains. It is uncommon to see one actually moving about.

Appearance: They appear however it’s creator wishes it to appear, although composed of whatever earth materials were available at the time. Earth Elementals tends to shift to a hillock kind of shape over time, eventually becoming low, almost flat and losing their limbs.

Runic Element: Earth

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.

Effects on Magic Defense:20% chance for immunity to earth and air magic attacks.

Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3rd damage to SA

self

instant

1 skill point =
2 skill mastery %

75

Magic Redirect

This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action.

N/A

spell's range

instant

1 skill point =
2 skill mastery %

95

Magic Store

This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7.
Combat Notes

Earth Elementals are stubborn beings that wish to rejoin with the world and often sleep themselves into oblivion to do just that.

They tend to wade into combat with their fists swinging. Those rare few built to resemble animals or to be holding weaponry are less dangerous than those who use their fists. Fully half the blows struck against them glance off their earthy forms harmlessly or pass through like passing through mud, with a 50% chance of getting stuck. Those hit by an Earth Elemental’s
fist must resist being stunned for three rounds. A slain Earth Elemental disintegrates into it’s component dirt.

8. Spoils

1⁄4 pounds of Green Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of green glass.1⁄4 pounds of Black Ylem:Replaces Green Glass if successful luck check is lower than 5.1⁄4 pounds of Jade: Replaces Green Glass if successful luck check is 5 and greater but lower than 11.

Wiki+ page: Echo Shiff

1. Basic Info

Type: Moderate Size Xenic Creature

Alignment: evil

Moral Points: -35

Build: small

Habitat: Most often found in dark caves, the Echo Shiff has also been spotted in deep forests and ancient ruins. If there are ruins along a roadside, the echo shiff may act as highway
men at night, robbing and murdering any hapless traveler.

Appearance: Echo Shiffs appear as humanoids with lanky, greasy hair that reaches to their knees. The eyes of the echo shiff are flat, reflection-less black, and their noses tiny. They have no visible orifices. Their hands and feet are clawed and they typically move in jerky manners.

Runic Element: Time

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.

Effects on Magic Defense:20% chance for immunity to time and life magic attacks.

Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

60

60

SA

30

30

EP

80

80

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

61

61

MR

77

77

Block

0 Weapon

0 Armor

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

30

65

Speed

60

95

Mental

15

40

Strength

40

50

Luck

20

95

Will

20

50

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

20

Perception

18

WeightLimits

Carry: 120Lift 1H: 20Lift 2H: 40

SuccessPoints

2

FailurePoints

1

MoveRates

World: 6Area: 60Battle: 9

move rates x 2

AreaRanges

Throw: 4Jump Up: 6Jump Across: 8

BattleRanges

Throw: 8Jump Up: 12Jump Across: 16

Aim

8

Actions

Attack: 1Defense: 1Support: 1Magic: 1

attack 4 times with one attack (no skill use with this)

Initiative

6

+2

Evade

32

Offense

Melee: 4Throw: 6Bow: 2Critical: 30

Melee: +10

MagicStats

Magic Power: 1Critical: 18

6. Equipped Weapons

Location

Item

Attack

Block

DP

Range

Weight

Rune Stone or Enhantments

Right Hand

Echo Shiff Claws

5 + 2d8

0

N/A

1

N/A

Left Hand

Echo Shiff Claws

5 +2d8

0

N/A

1

N/A

7. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Over Garment

Leather Cloak + cured, enchanted, cowl

0

9

13

2.6

Torso

Leather Brigandine + cured, enchanted, belted

0

27

35

19.5

no protection against axes

Legs

Leather Greaves + cured, enchanted

0

25

29

13

no protection against axes

TOTAL ARMOR VALUES

0

61

77

35.1

no protection against axes

8.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Powered Claw Slash

Puts full strength into claw slash, doubling total damage: can't use the 4 attack with this skill.

15 EP;
1 attack

1 hex affecting 1 target

instant

1 skill point =
2 skill mastery %

50

Latching Attack

Leaps up and grabs onto the target's back, holding on and constantly gnawing on the target causing claw damage increased by melee power damage per round. This also decreases the target's actions by half and prevents the target from moving while the echo shiff is latched on.

20 EP;
1 support and 1 attack

jump range affecting 1 target

1d6 rounds

2 skill points =
1 skill mastery %

30

Frenzy

With this skill the echo shiff flails claws madly at the target. The echo shiff has to roll a 1d10. The
number showed on the 1d10 represents how many claw slashes land onto the target, each doing claw
damage plus melee power damage but no critical hit chance. The target can try to evade each claw individually or defend against the entire attack, but cannot evade against the entire attack with one evade action.

25 EP;
1 attack

1 hex affecting 1 target

instant

4 skill points =
1 skill mastery %

35

Counter Attack

This skill allows you to counter an enemy's attack with a normal attack. No skills may be used. You must be able to reach the attacker. You can move to reach the attacker if you have any movement left.

15 EP;
1 defense

weapon's + movement range affecting 1 target

instant

1 skill point =
1 skill mastery %

60

9.
Combat Notes

Perhaps one of the most malicious beasts, Echo Shiffs are more than willing to kill for the sake of killing and enjoy torturing their victims. They attack without provocations, are thieves, and will lie without moral dilemma or delay.

Echo Shiffs are hard to hit. In addition, Echo Shiffs are able of attacking four times faster than most other races, giving them 4 attacks for one action. These extra attack actions can only be used for normal attacks however, and not skill usage. Their two major weaknesses is their ability to get distracted with the idea of torture and their inability to decide upon a group leader. Echo Shiffs are never alone and are always encountered in odd numbered groups from three to twenty three.

10. Spoils

5d20 worth of Shillings:You may loot the body for 5d20 worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 5d20. Then on a successful pick pocket or steal you will roll the percent dice, getting a percentage of the target's money.Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.Echo Shiff Claws: You may remove the claws of a dead Echo Shiff. Each claw weighs 0.5 pounds and has the same values as steel, except that its attack value is 5 + 2d8 and its worth is 9.00 (all values per pound), making each claw worth 4.50. Each echo shiff has a total of 8 claws. Claws cannot be used like other materials to make weapons however you can make a set of claw weapons with the claws, or attach the claws to your gloves or gauntlets to use them as a weapon.

Wiki+ page: Falgaa Bird

1. Basic Info

Type: Small Fowl

Alignment: neutral

Moral Points: 0

Build: small

Habitat: Falgaa birds enjoy woodlands and large forests

Appearance: Coal black birds whose feathers appear almost more like fur than they do typical feathers, falgaa birds have nearly spherical bodies and razor sharp beaks that extend fully 3/4th of their body length from their tiny knob of a head. Their eyes are tiny and beady and their feathers greasy.

Runic Element: Fire

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the earth element by +10. Decrease magical damage done against those of the water element by -10.

6.
Skills & Abilities

This skill allows the falgaa bird to fly up into the air and come down beak first at the target. This attack does double damage.

5 EP;
1 attack and 1 support

movement range affecting 1 target

instant

1 skill point =
2 skill mastery %

75

Piercing Squawk

This skill allows the falgaa bird to produce a loud squawk that causes any in range to go berserk. Any affected targets can make a will check to avoid being affected.

20 SA;
1 support

affecting a 4x4 hex area around self

effect lasts for 5 rounds

2 skill points =
1 skill mastery %

50

Short Fly

This ability allows the falgaa bird to fly at double movement rate. The falgaa bird must land between flight movement actions. Spend 1 EP per use.

Self Destruct

This ability is attempted each time the falgaa bird is hit by rolling a 20% or below. If this is successful, the falgaa bird is destroyed as it explodes. Its explosion causes 5d12 damage to any within a 3x3 hex area. Falgaa birds who self destruct cannot resurrect as a phoenix.

Phoenix Resurrect

This ability allows the falgaa bird to resurrect as a phoenix upon death. There is a 10% chance for the dead falgaa bird to resurrect into a phoenix upon death. All major stats are doubled, including racial maximums, but not to exceed 95. This is permanent as the falgaa bird is permanently transformed into a phoenix. All derived stats will change based on the new stats. Phoenixes also have this ability but their stats will not increase.

7.
Combat Notes

Falgaa birds are foul tempered and easily angered. They tend to dive en mass, all making successive beak attacks against the same target until it is dead. While their diet typically consists of various seeds, nuts, and small rodents, they are more than willing to supplement their diet with a little carrion. Falgaa birds will overlook other creatures and not attack them if they are familiar with them, including man, however falgaa birds are not intimidated by size and are immune to fear. Falgaa birds are loud, making screeching loud chirps that can drive some beasts running and others into a frenzy.

Falgaa bird beaks can pierce steel, avoiding 20of the target's armor (20% damage is done to HP), but can also get stuck in the armor 25% of the time. They fight only with their beaks, and have a 20% chance of exploding when they are hit. There is also a 10% chance for dead falgaa birds to resurrect as a phoenix. Falgaa birds’ tempers cause them to attack any target in range, including other falgaa birds or allies. Trained falgaa birds do not share this trait. You can encounter anywhere from 1 to 30 or more.

8. Spoils

0.1 pounds of Falgaa Feathers:You can collect up to 0.1 pounds of Falgaa Bird feathers, which are valued at 1.50 per pound.

0.15 pounds of Falgaa Bird Meat:You can collect up to 0.15 pounds of Falgaa Bird meat, which is valued at 2.00 per pound. Falgaa Bird meat has the following alchemical effects…

1. Basic Info

Habitat: Fog imps like caves as well as sewers, river valleys, and woodland areas. They may also habitat ancient ruins.

Appearance: A fog imp is a small, thin humanoid that ranges from 2 feet to 3 feet in height. It has small claws, feathery wings, and small, sharp teeth with elongated canines. It has a 1 foot long, slender, almost rat-like tail.

Runic Element: Air

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.

Effects on Magic Defense:20% chance for immunity to air an water magic attacks.

8. Other Items

9.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Cat Scratch

This skill allows the imp to scratch at its target repeatedly. The imp will roll a 1d6, with the number
shown on the dice indicating the number of attacks the imp does. The target can try to evade each individual attack or defend against the entire attack, but cannot evade the entire attack with one action.

5 EP;
1 attack

1 hex affecting 1 target

instant

2 skill points =
1 skill mastery %

40

Transform into Fog

This skill allows the imp to transform into fog. As fog, the imp can pass through anywhere that air can and is unaffected by physical weapons. While in a fog state the imp is still affected by magic. Unlike fog dragonians, the imp can only stay as a fog for one action.

5 SA;
1 support and 1 magic

self

instant

2 skill points =
1 skill mastery %

35

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

20

Fly

This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10.
Combat Notes

Fog imps are cowards who do not like to be seen but like to be known. They are tricksters, willing to play a trick on someone, such as swap out their gear for any odd item, including very rarely better gear, found within it’s domain, and then hide and watch the affected person’s reaction with amusement. Unlike some other imps, fog imps will not attack unless they feel corned and have no way out except to attack or if they feel like their tricks are being ignored or ridiculed and then do so just for the attention they so desire.

The fog imp will boldly attack once, each round and then try to flee. If the fog imp cannot try to flee by the end of it’s active round, and is near another enemy target, it may or may not decide to attack that target as well. The fog imp also may decide to attack it’s enemies enemy targets, just for their reaction. Fog imps have a natural ability to transition into fog to avoid a physical attack, thus magical attacks work best against them.

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.Any and All Available Loot:You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

Wiki+ page: Ghoul

1. Basic Info

Type: Undead

Alignment: evil

Moral Points: -50

Build: medium

Habitat: Ghouls can be found in cementaries, sewers, and ancient ruins. It is also common to find them traveling about at night. You will never find a ghoul out during the day as they fear the sunlight.

Appearance: A ghoul is a shapeshifting undead creature that can assume the guise of an animal. It lures unwary people into abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

100

100

SA

50

50

EP

160

160

+10 (runic element)

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

57

57

no protection against axes

MR

60

60

Block

0 Weapon

15 Armor

Does not block against axes or piercing weapons

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

50

95

Speed

10

30

Mental

25

50

Strength

80

95

Luck

20

40

Will

50

95

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

50

Perception

23

WeightLimits

Carry: 260Lift 1H: 43.34Lift 2H: 86.68

SuccessPoints

3

FailurePoints

1

MoveRates

World: 1Area: 10Battle: 4

AreaRanges

Throw: 8Jump Up: 1Jump Across: 3

BattleRanges

Throw: 16Jump Up: 2Jump Across: 6

Aim

13

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Attack: +1

Initiative

1

Evade

19

Offense

Melee: 8Throw: 10Bow: 6Critical: 50

Melee: +20

MagicStats

Magic Power:2Critical: 23

6. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Arms

Lether Bracers + cured

15

3

3

1.3

Does not block against axes or piercing weapons; Does not protect against axes

Helmet

Leather Cap

0

2

3

1.3

Over Garment

Leather Cape +cured

0

6

6

1.95

Torso

Leather Cuirass + cured

0

21

24

13

no protection against axes

Legs

Leather Greaves + cured

0

25

24

13

no protection against axes

TOTAL ARMOR VALUES

15

57

60

30.55

no protection against axes

7.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Punch

With this skill you kick the target to the front of you doing Melee Power +7 damage. This skill also allows you to make a strength check to attempt to knock the target out for 1 round.

3 EP;
1 attack

1 hex forward affecting 1 target

instant

1 skill point =
2 skill mastery %

75

Block

This is a basic defensive skill which allows you to block a hit. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the attack. What is left from the attack is what affects your character and the shield or weapon's DP or the armor's PR decreases by 10% of the damage blocked.

5 EP;
1 defense

self

instant

1 skill point =
2 skill mastery %

50

Hit Recovery

20% chance that the hit to the ghoul restores by the damage amount instead of damages, only works with physical attacks.

Shape Shift

Take the appearance of whatever its facing by spending 10 SA and 1 support action. That form becomes its form until it shape shifts again.

Knowledge Absorb

Gain all of the target's skills, spells, memories, and abilities upon eatting the target. Must be shape shifted into target for this to work. Once shape shifted into another target, those skills and abilities are lost.

8.
Combat Notes

Ghouls were once zombies but were further twisted by dark death magic into a creature that craves the taste of flesh. The ghoul will lure its unsuspecting prey away from others into abandoned places where it will slay and devour them. The ghoul will then take that person or animal's form and learn all that its meal once knew while forgetting everything else. Ghouls seem inteligent, able to speak and act very much like the being that they have become, but the intelligence is not their own.

Ghouls prefer to prey on the weak and to lure their victims away from others. However if cornered or if hungry enough, ghouls will attack more powerful targets and groups. Once on the attack, the ghoul is very much like a wild animal and will attack until it has slain its target. While ghouls are typically loners, sometimes a pair or a few of them will be found together. Since they will look like their last meal, the only way to truly identify a ghoul is by its sunken eyes and its aversion to sunlight.

9. Spoils

Any and All Available Loot:You may loot the body of any weapons, armor, currency, and other goods. Only the holster and back pack can be stolen from a living target.